Well, I thought it's time to share some new pics from my current engine.
Basically it is a GeForce 3
optimized FPS engine, with 100% dynamic lighting as the main feature. All the
shots you see here have
a preprocessing time of 0ms, except the 500ms for the Octree during the level
compilation;-) I tried to
get the lighting model working on GF1/GF2 cards, but I failed. Not possible. At
least it screams on the GeForce 3. Well, I guess you want to see the feature
list, here it goes:

Vertex.. ahh... SMARTSHADER(TM) for basically every triangle on the screen

Pixel shaders for the entire lighting

DOT3 diffuse + specular per-pixel lighting on every surface (Well, not on the
skybox...)

Per-pixel normalization cubemap or pixel shader normalization for every
surface

Tangent space setup done by vertex shaders

DOT3 self-shadowing

PPA for every surface

Realtime general shadow solution, everything shadows on everything including
on itself

Colored lights

Blinking, flickering and pulsating lights through a shader definition file

Realtime in game light editor, modify every aspect of the lighting without any
reloading

Configuration system allows you to change basically everything without any
code rebuild

Basically any damn 3D feature in the world. If it is not supported yet, it
will be in the future

The engine is incredible CPU limited at the moment, this is my main problem.
Rendering brute
force is sometimes even faster than performing HSR. I can render 4 quad texture
passes without
much drop in performance. The CPU code isn't sooo unoptimized, but the GF3 is
card that handles
everything you throw at it and just screams for more, so my crappy 700Mhz
machine can't keep up.

If you are interested in a discussion about realtime lighting algorithms, you
know my mail. Note:
A discussion is a conversation between to similar skilled people that learn from
each other. So please
no "Teach me how to do this !!!" mails. I'm quite busy with my work and writing
my engine, so really
no time for tutorials / explanations, sorry ;-(